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Third-person (video game)

From Wikipedia, the free encyclopedia
An illustration of a protagonist whom a player controls and a tracking camera just behind, slightly above, and slightly facing down towards that character

In video games, third-person (also spelled third person) refers to a graphical perspective rendered from a fixed distance behind and slightly above the player character. This viewpoint allows players to see a more strongly characterized avatar and is most common in action games and action adventure games. Games with this perspective often make use of positional audio, where the volume of ambient sounds varies depending on the position of the avatar.[1]

Types

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There are primarily three types of third-person camera systems: the "tracking camera systems" in which the camera simply follows the player's character; the "fixed camera systems" in which the camera positions are set during the game creation; and the "interactive camera systems" that are under the player's control.

Tracking camera systems

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Tracking cameras follows the characters from behind. The player does not control the camera in any way – they cannot for example rotate it or move it to a different position. This type of camera system was very common in early 3D games such as Crash Bandicoot or Tomb Raider since it is very simple to implement. However, there are a number of issues with it. In particular, if the current view is not suitable (either because it is occluded by an object, or because it is not showing what the player is interested in), it cannot be changed since the player does not control the camera.[2][3][4] Sometimes this viewpoint causes difficulty when a character turns or stands face out against a wall. The camera may jerk or end up in awkward positions.[1]

Fixed camera systems

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With a fixed camera system, the developers set the properties of the camera, such as its position, orientation or field of view, during the game creation. The camera views will not change dynamically, so the same place will always be shown under the same set of views. Games that use fixed cameras include Grim Fandango (1998) and the early Resident Evil and God of War games.[5]

One advantage of this camera system is that it allows the game designers to use the language of film, creating mood through camerawork and selection of shots. Games that use this kind of technique are often praised for their cinematic qualities.[6] Many games with fixed cameras use tank controls, whereby players control character movement relative to the position of the player character rather than the camera position;[7] this allows the player to maintain direction when the camera angle changes.[8]

Interactive camera systems

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This type of camera system is an improvement over the tracking camera system. While the camera is still tracking the character, some of its parameters, such as its orientation or distance to the character, can be changed. On video game consoles, the camera is often controlled by an analog stick to provide good accuracy, whereas on PC games it is usually controlled by the mouse. This is the case in games such as Super Mario Sunshine or The Legend of Zelda: The Wind Waker. Fully interactive camera systems are often difficult to implement in the right way. Thus GameSpot argues that much of the Super Mario Sunshine' difficulty comes from having to control the camera.[9] The Legend of Zelda: The Wind Waker was more successful at it - IGN called the camera system "so smart that it rarely needs manual correction".[10]

One of the first games to offer an interactive camera system was Super Mario 64. The game had two types of camera systems between which the player could switch at any time. The first one was a standard tracking camera system except that it was partly driven by artificial intelligence. Indeed, the system was "aware" of the structure of the level and therefore could anticipate certain shots. For example, in the first level, when the path to the hill is about to turn left, the camera automatically starts looking towards the left too, thus anticipating the player's movements. The second type allows the player to control the camera relatively to Mario's position. By pressing the left or right buttons, the camera rotates around Mario, while pressing up or down moves the camera closer or away from Mario.[11][12]

See also

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References

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  1. ^ a b Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. ISBN 9780131687479. Archived from the original on 17 February 2009. Retrieved 24 March 2009.
  2. ^ "Sonic Adventure Review". IGN. Archived from the original on 11 February 2008. Retrieved 22 March 2009.
  3. ^ "Tomb Raider: The Last Revelation Review". IGN. 11 December 1999. Retrieved 22 March 2009.
  4. ^ Carle, Chris. "Enter the Matrix Review". IGN. Archived from the original on 25 March 2009. Retrieved 22 March 2009.
  5. ^ Casamassina, Matt. "fixed-camera". giantbomb.
  6. ^ Casamassina, Matt. "Resident Evil Review". IGN. Archived from the original on 25 March 2009. Retrieved 22 March 2009.
  7. ^ "A eulogy for tank controls". PC Gamer. 20 February 2015. Retrieved 5 March 2018.
  8. ^ Matulef, Jeffrey (26 January 2015). "Bringing out the Dead: Tim Schafer reflects back on Grim Fandango". Eurogamer. Retrieved 5 March 2018.
  9. ^ Gerstmann, Jeff (4 October 2002). "Super Mario Sunshine Review for GameCube". GameSpot. Archived from the original on 26 March 2009. Retrieved 22 March 2009.
  10. ^ Casamassina, Matt (25 March 2003). "The Legend of Zelda: The Wind Waker Review". IGN. Archived from the original on 26 March 2009. Retrieved 22 March 2009.
  11. ^ "15 Most Influential Video Games of All Time: Super Mario 64". GameSpot. Archived from the original on 26 March 2009. Retrieved 22 March 2009.
  12. ^ "The Essential 50 Part 36: Super Mario 64 from". 1UP.com. Retrieved 22 March 2009.